Timeline



Dec 28, 2011:

11:31 PM doc/maths/remez/tutorial-exponential edited by sam
(diff)
11:30 PM fastexp-error.png attached to doc/maths/remez/tutorial-exponential by sam
11:29 PM doc/maths/remez/tutorial-exponential edited by sam
(diff)
11:17 PM fastexp.png attached to doc/maths/remez/tutorial-exponential by sam
11:17 PM doc/maths/remez/tutorial-exponential edited by sam
(diff)
10:55 PM doc/maths/remez/tutorial-exponential created by sam
10:34 PM doc/maths/remez edited by sam
(diff)
10:17 PM doc/lol/math/real.h edited by sam
(diff)
10:09 PM doc/maths/remez edited by sam
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9:58 PM taylor-vs-remez.png attached to doc/maths/remez by sam
9:58 PM doc/maths/remez created by sam
6:47 PM doc/lol/math/real.h edited by sam
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6:42 PM doc/lol/math/real.h edited by sam
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6:24 PM doc/lol/math/real.h created by sam
start the real class documentation
4:16 PM doc edited by sam
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4:14 PM doc edited by sam
(diff)

Dec 27, 2011:

8:20 PM Blog: Better function approximations: Taylor vs. Remez comment added by anonymous
Hi, Sam, I visited a friend with a Matlab and, dear me, it can't do …

Dec 26, 2011:

9:19 PM Blog: Better function approximations: Taylor vs. Remez comment added by anonymous
Hi, Sam, I searched high and low for high precision (not actually …

Dec 23, 2011:

3:43 AM Changeset [1116] by sam
core: fix the sign of a negative real number raised to an even power, …

Dec 22, 2011:

9:09 PM Changeset [1115] by sam
core: allow to build a real number using a string literal.
8:34 PM Changeset [1114] by sam
core: fix compilation warnings in one of the float-to-half LUTs.
4:43 PM Blog: C/C++ trick: static lookup table generation comment added by sam
@anonymous #1: unfortunately there are two problems with this. First, …
2:42 PM Blog: C/C++ trick: static lookup table generation comment added by anonymous
U should start using D Programming-Language ;)..…
12:07 AM remez-error.png attached to Blog: Better function approximations: Taylor vs. Remez by sam
12:06 AM error-pi-8.png attached to Blog: Better function approximations: Taylor vs. Remez by sam
12:06 AM error-pi-4.png attached to Blog: Better function approximations: Taylor vs. Remez by sam
12:06 AM error-pi-2.png attached to Blog: Better function approximations: Taylor vs. Remez by sam

Dec 21, 2011:

11:29 PM Blog: Better function approximations: Taylor vs. Remez edited by sam
11:14 PM Blog: Better function approximations: Taylor vs. Remez edited by sam
11:10 PM Blog: Better function approximations: Taylor vs. Remez edited by sam
better code layout
11:08 PM Blog: Better function approximations: Taylor vs. Remez created by sam
Initial version
11:21 AM Blog: C/C++ trick: static lookup table generation comment added by anonymous
An example of a trig lookup table (Taylor series maybe) would be excellent.

Dec 20, 2011:

10:41 PM Blog: Understanding fast float/integer conversions edited by sam
fix syntax colouring
10:26 PM Blog: C/C++ trick: static lookup table generation edited by sam
10:21 PM Blog: C/C++ trick: static lookup table generation created by sam
Initial version

Dec 15, 2011:

2:34 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
12:33 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by marco
Lol, love that article. Extremely well presented, keep up (good work, …
12:21 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by sam
@Richard: thank you for the suggestions, I will make it clearer that …
12:15 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
fix brainfart
12:15 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by sam
@Valentin: that is indeed a mistake! I'm gonna fix that immediately, …
11:34 AM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by anonymous
[[Image(http://lol.zoy.org/tracmath/571293ea6792e5f554ea216394ac33cd75e
11:34 AM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Valentin Simonov
Err, about your definition of acceleration. v(t) = d p(t) / dt a(t) = …

Dec 14, 2011:

10:24 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Promit
Sorry, but using Verlet or RK4 is not a good idea in a physical …
10:18 PM Blog: Fuck you, Microsoft: reloading projects in Visual Studio comment added by jonathand.za@gmail.com
Add .suo files to your ignores - it contains user preferences like …
10:09 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Richard
Hmm, the link to the presentation didn't work. And I can't add it now …
9:55 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Richard
Hi Sam The term "Verlet integration" is more commonly used to …
6:32 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by geolm
"Your physics will suck a lot less, I guarantee it" true but the CPU …
4:07 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by sam
@mikarnage: I would like to write another article about RK4 to …
3:47 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by mikarnage
Hi, Nice explanation, I would have liked to see the case about what …
3:06 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
nolink
2:58 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
2:44 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
tweaks
1:41 PM accurate-integral.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
1:05 PM Blog: Understanding basic motion calculations in games edited by sam
1:04 PM Blog: Understanding basic motion calculations in games edited by sam
Verlet integration trajectory
1:02 PM verlet-integration.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
3:23 AM Blog: Understanding basic motion calculations in games edited by sam
7th!
3:19 AM Blog: Understanding basic motion calculations in games edited by sam
be nicer to people!
2:35 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by sam
@Bernard: No, I have only used the knowledge that the fragment shader …
1:41 AM Blog: Understanding basic motion calculations in games edited by sam
fix nasty HTML shit
1:37 AM Blog: Understanding basic motion calculations in games edited by sam
12:41 AM Blog: Understanding basic motion calculations in games edited by sam
12:40 AM euler-integration.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
12:40 AM no-rage.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
12:40 AM derp.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
12:39 AM Blog: Understanding basic motion calculations in games created by sam
initial version

Dec 12, 2011:

7:17 PM Changeset [1112] by gary
build: minor reorganisation of the sandbox code.

Dec 11, 2011:

12:58 PM Changeset [1110] by sam
core: prefix Entity members with m_ to avoid accidental shadowing.

Dec 10, 2011:

4:53 PM Changeset [1109] by sam
build: for now, assume anything with <pthread.h> uses the pthread API.
3:02 PM Changeset [1108] by sam
gl: cache viewport size on all platforms, because we cannot query it …
3:02 PM Changeset [1107] by sam
test: do not test for strict doubles equality in quaternion unit test.

Dec 8, 2011:

6:20 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by Bernard
How do you know how will the GLSL compiler pipeline the instructions ? …
12:38 AM research/nacl/test edited by sam
(diff)

Dec 7, 2011:

2:06 AM Changeset [1106] by sam
core: try to merge Ticker and Emcee. Still not very good.

Dec 5, 2011:

9:24 AM Changeset [1105] by sam
core: start working on the Emcee class.
9:24 AM Changeset [1104] by sam
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …

Dec 4, 2011:

12:26 PM dev edited by sam
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12:19 PM dev edited by sam
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12:03 PM dev edited by sam
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11:58 AM research/nacl/test edited by sam
(diff)
11:53 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
improve code comments
11:44 AM doc edited by sam
(diff)

Dec 1, 2011:

10:32 AM research/nacl/test edited by sam
(diff)
10:31 AM fractal64.nexe attached to research/nacl/test by sam
Fractal Zoomer 64-bit binary
10:29 AM fractal32.nexe attached to research/nacl/test by sam
Fractal Zoomer 32-bit binary
10:28 AM fractal.nmf attached to research/nacl/test by sam
10:11 AM research/nacl/test edited by sam
better layout (diff)
10:06 AM research/nacl/test edited by sam
add a notice for non-Chrome users (diff)
9:37 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
12:33 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
12:28 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
12:25 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam

Nov 30, 2011:

11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
11:53 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value created by sam
10:00 PM Changeset [1103] by sam
build: do not use --host=none with NaCl; we can be more specific, eg. …
10:00 PM Changeset [1102] by sam
test: proper multithreading in the Mandelbrot tutorial.
7:31 PM Changeset [1101] by gary
core: implement Queue on Win32 and on the PS3.
7:31 PM Changeset [1100] by gary
test: minor tuning, esp. for the PS3.
4:01 PM Changeset [1099] by sam
core: make the Queue object work with several producers, and get rid …
2:43 AM Changeset [1098] by sam
core: replace the Condition class with a nicer Queue object that is …
2:43 AM Changeset [1097] by sam
ps3: start implementing the PS3 threading system, and port the new …

Nov 29, 2011:

1:34 AM research/nacl/test edited by sam
add NaCl div for real (diff)

Nov 28, 2011:

6:58 PM Changeset [1095] by gary
win32: implement threads and mutexes.
3:01 AM Changeset [1094] by sam
build: add missing files to the distribution.
2:58 AM Changeset [1093] by sam
core: add a mediocre threading system as the base for the real thing.
2:58 AM Changeset [1092] by sam
tutorial: work around i915 driver limitations in the Mandelbrot viewer …
2:58 AM Changeset [1091] by sam
test: make namespace usage less intrusive in math examples.
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